The Witch is a character who first appears in Icyridge. She has extensive magical powers, as well as ties to the mythical Doodle Khaos.
When the ancestors of Alchemist Flammesbury's wanted a place to practice their flame alchemy, she made a deal with them to make the surrounding temperature cold. This explains the sudden change of desert to ice in Route 8.
Story[]
In the "Barbarians of Icyridge" request, when you get to the point where Vomita and the Player are making a deal with the barbarians. They called the Witch "The Celestial". The barbarians did not participate in the doodle war and are disrespected by both sides because of that. They said that The Witch, under the name of The Celestial, told them not to enter. After a second doodle battle with the Barbarian leader, the Witch reveals herself on the top of a nearby snowy mountain, spying on them. She comments that she hasn't seen someone like the Player since the War...then complains to herself that she really hate's doing her job.
TJ, Anna, Captain Silvier, and a few alchemists were hiding out in the Alchemist's Grotto in order to escape the Shadow Clan. The group conversates about how long they would need to stay in the bunker. TJ announces that he is the chosen one, and that he was the mastermind behind his foolproof plan to protect Anna. This causes the group to argue and become upset about TJ's egoistic attitude. Midway through the conversation, a voice interrupts the group, which later reveals itself to be that of The Witch. The Witch reminds the alchemists about the deal they made, and about how she provided the ancestors of Alchemist Flammesbury a place to practice their flame alchemy. TJ then questions her being an all powerful being, and says that she is more than likely weaker than Chronos, and that she would be easy for him to take on. The Witch then tells TJ that she could easily turn him into a Fruitoad if he wasn't protected, and that Chronos has a set of rules to follow, and that she believes rules are meant to be broken. She disregards him, saying that he is still insignificant as a mortal. Despite the attempts of one of the alchemists to quiet him down, and the witch explaining the story behind her superiority and his inferiority and insignificance, he continues to disrespect her by comparing her to Chronos. She then says that the only reason why she is even there is to claim her reward for a deal that she made years ago. She says that she cannot interfere with mortal affairs, but she can still influence things indirectly. She then casts a spell, as both a punishment for being insolent, and to collect the alchemists' debt. She tells the group that the spell is temporary, and that it will wear off in "a month or so", and disappears. After she vanishes, two alchemists are then revealed to have been turned into doodles: A Fruitoad, and a Ruffire respectively.
In Alchemists grotto the player and his group couldnt find the secret portal to enter the hidden bunker..soon when they were gonna abandon the lead, a mysterious voice suddenly speaks. The group is startled as a strange woman teleports out of nowhere, casually announcing her presence. Desmond immediately recognizes her and tells everyone to stay calm—this is not someone to anger. The woman is known only as The Witch, a being who has lived in Icyridge since its earliest days. Desmond explains that she is not human, that she doesn’t even have a real name, only a title.The Witch gleefully plays up her theatrics, teasing Desmond and analyzing the group one by one. She refers to Quincy as the son of the most important man on the island, Inari as the ninja struggling to save her dying clan, and Suzie as “the girl who lost her tastebuds.” Suzie protests, feeling her introduction was way less impressive than the others’, but the Witch cryptically tells her that she may be just as important—though even she may not yet know it.
Then, she turns her attention to the player, noting that she hasn’t seen one of their kind since the Doodle War. She expresses curiosity and a desire to speak more with them, but acknowledges that players don’t typically talk much.Desmond, trying to refocus the group, demands to know why she revealed herself. The Witch explains that she visited the place where Anna is being held and was insulted by someone there—a mortal who dared to talk back to her. Quincy and Suzie immediately realize it must have been TJ. Though she cannot harm TJ directly due to some kind of protection, she still wants him to suffer. As her twisted solution, she telepathically sends the verbal passcode to Desmond—because, in her words, he is the only one “non-important” enough for the universe to allow her to affect. If she could, she would’ve offered a contract to all of them.
After gleefully announcing this, the Witch vanishes, disappearing as suddenly as she came.
After Icyridge Hold Event Zavier stands alone in a hidden bunker, burdened by defeat and uncertainty. As he struggles with what to do next, the Witch — appears before him. Calm and unsettling, she introduces herself and offers Zavier a contract. Because he does not belong to this timeline, she explains, assisting him would not violate the universe’s laws. She warns that greater forces are now stirring, ones even she fears — and that both she and Zavier could be erased if they do not act. With no other clear path forward, Zavier listens as the Witch proposes a new alliance.
| Characters | |
|---|---|
| Main Characters | |
| Secondary Characters |
Player's Mother • Professor • Inari • Cassidy • Graphite Lodge's Mayor • Craig • Kentucky Smith • Zane • Desmond • Captain Silvier • Kaze • The Witch • Alice |
| Key Guardians | |
| DoodleCo Employees | |
| Event | |